.FILE 'RAM.ASM' ; SHELL PROGRAM - DO NOT MODIFY! ; MARK TURMELL - MAY 24, 1989 ; .TITLE "RAM DEFINITIONS" ************************************************************************** * * * COPYRIGHT (C) 1988 WILLIAMS ELECTRONICS GAMES, INC. * * ALL RIGHTS RESERVED. * * * ************************************************************************** .OPTION B,D,L,T * *GLOBALS IN THIS FILE *RAM EQUATES .GLOBAL BBACTIVE,BBFREE,BACKSLST,NOAUTOE,RAND,SWSTACK,JOYSW,SWTEMP1 .GLOBAL SWTEMP2,SWSTMN,SWSTST,SYSCOPY,INTSYNC0,INTSYNC1 .GLOBAL PALRAM,FPALRAM,BPALRAM,PTRRAM,CURPAL,COLRTEMP .GLOBAL COLRTEND,IRQSKYE,P1DATA,P2DATA .GLOBAL GAMSTATE,SOUNDSUP,GAMERASE ; .GLOBAL WRAMEND,WRAMSTRT,NRAMEND,NRAMSTRT,GRAMEND,GRAMSTRT .GLOBAL P1CTRL,P2CTRL ; EXTERNAL .INCLUDE "\VIDEO\SYS\SYS.INC" ;Z UNIT SYSTEM EQUATES .INCLUDE "MPROC.EQU" ;MPROC EQUATES .INCLUDE "ROBO.EQU" .SECT "NFIXED" ;MISC. LIST FIXED AREA BBACTIVE .LONG 0 BBFREE .LONG 0 *SUPPLEMENTAL LIST HEADERS (MAKE SURE YOU ZERO THESE IN MYOINIT) BACKSLST .LONG 0 .LONG 0 .LONG 0 .LONG 0 .LONG 0 .LONG 0 .LONG 0 .LONG 0 .EVEN .BSS NOAUTOE,16 ;TURN AUTO ERASE OFF FOR DEBUG .BSS RAND,32 .BSS JOYSW,32 ;JOYSTICK BITS .BSS SWSTACK,32 ;STACKED SWITCHES .BSS SWTEMP1,32 .BSS SWTEMP2,32 .BSS SWSTMN,256 ;BOTTOM OF STACK .BSS SWSTST,0 ;START SWITCH STACK .BSS SYSCOPY,16 ;RAM COPY OF SYSCTRL LATCH .BSS INTSYNC0,16 ;HALF SCREEN INTERRUPT SYNCHRO.\ __ KEEP THESE .BSS INTSYNC1,16 ;FULL SCREEN INTERRUPT SYNCHRO./ TOGETHER. .BSS PALRAM,0 ;PALETTE ALLOCATOR RAM .BSS FPALRAM,PALRSIZ*NMFPAL .BSS BPALRAM,PALRSIZ*NMBPAL .BSS PTRRAM,PTRSIZ*NUMPTR .BSS CURPAL,16 ;CURRENT PALETTE FOR STUFOBJ TO USE ; .BSS COLRTEMP,25*16 ;RAM COPY OF CYCLING COLORS .BSS COLRTEND,0 ;MARKER .BSS SKYCOLOR,16 ;CURRENT FULL BRIGHTNESS SKY COLOR VALUE .BSS IRQSKYE,16 ;ACTUAL SKY COLOR (AUTOERASE) .BSS P1DATA,PDSIZE ;PLAYER ONE DATA .BSS P2DATA,PDSIZE ;PLAYER TWO DATA .BSS GAMSTATE,16 ;GAME STATE VARIABLE : 10 = INGAME ; 18 = ININTRO ; 20 = INPLAY ; 30 = INAMODE ; 40 = INDIAG .BSS P1CTRL,16 ;PLAYER 1 CONTROL BITS .BSS P2CTRL,16 ;PLAYER 2 CONTROL BITS .BSS WAVE,16 ;WAVE CURRENTLY BEING PLAYED .BSS HALT,16 ;HALT ALL GAME ACTION ; .BSS GRAMSTRT,0 ;START OF GAME RAM ; .BSS NPLYRS,16 ;CURRENT NUMBER OF PLAYERS .BSS SOUNDSUP,16 ;IF<>1 THEN NO SOUNDS SHALL BE MADE .BSS GAMERASE,16 ;0 = NO GAME AUTOERASE SCHEME ;1 = GAME AUTOERASE, OFF AT SCREEN END. ;2 = GAME AUTOERASE, OFF AT MID-SCREEN. ; .BSS GRAMEND,0 ; .BSS WRAMSTRT,16 ;DUMMY RAM CLEAR HOOKS ; .BSS WRAMEND,0 ; .BSS NRAMSTRT,16 ; .BSS NRAMEND,0 .END